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I keep hearing the word "affordance" in terms of game design, most recently in the movie Indie Game: Life After. I also vaguely remember it from a UX class in undergrad. But I have no idea what it means.

What is an affordance in the context of game design?

Evorlor
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4 Answers4

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An Affordance in general is an action a person perceives as possible. Adding a handle to a desk drawer generates an affordance to open it. Without the handle it just looks like a panel and someone would not get the idea that opening it is even possible.

Or notice the link I posted as the second word of the answer. It is displayed in a different color and your cursor changes into a hand when you move to it. This implies that something will happen when you click on it. That's an affordance. It would be possible for Stackexchange to use some CSS to make the link the same color as the rest of the text and even suppress the cursor change when hovering on it. This would technically not prevent you from clicking on it, but it would remove the affordance to do so, so you likely won't do it.

In the context of game design, this means that when you want the player to do something, just making it possible to do it is not enough. The player must be made aware that they can interact with something in some way. So you need to give them a cue that interaction is possible. For example:

  • When you want the player to realize they can push an object, make it look pushable.
  • When there is a button the player needs to press to progress in the game, place it in a prominent location, make it large and visible and make it look like a button.
  • When it is important that the player collects powerups, make sure they stand out from the environment so they are noticed as important.
  • When the player needs to use a menu to levelup their character, make sure it is opened with a very large and obvious button which is always visible on the screen and becomes even more visible when there are skill points to distribute. Even better, open the levelup menu automatically so the player is forced to interact with it.

A common beginner mistake in game design is to add a really interesting feature to a game, but then neglect to also add an affordance which enables players to even find that feature or when they find it pay as much attention to it as it deserves.

But professionals are not immune to it either. Anyone who played Sonic 3 on the Sega Mega Drive might remember this frustrating moment:

that gooddamn barrel

For those who don't remember it or didn't play it: The player got locked in that room. The affordance to progress was obvious: get that drum out of the way. But what wasn't obvious was how to do that. The player could jump on it, and it started to bounce up and down. This created an affordance: Jump on it to make it move further. But that was a misleading affordance. Jumping did move it, but it didn't move it enough to allow progress.

What the player actually had to do was press up and down while on it. This made the drum bounce much more than through jumping. With that knowledge, that room was no challenge at all. But there was no affordance whatsoever that pressing up or down would do anything. During the whole Sonic series, pressing up and down never did anything to the environment. So most players got stuck in that room for ages.

How would it have been possible to improve this?

  1. remove the false affordance. Don't have the barrel bounce that much on jumping to remove the implication that this would be the way to progress.
  2. add a visual cue that pressing up and down would do something, for example by placing up-and-down arrows on the drum and have them light up when the player pressed up or down on their joypad.
Philipp
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    Things get awkward when you can burn pretty much anything that looks halfway wooden or plant-like, but you still need to find the keys to get through that wooden door. – Nolonar Aug 18 '16 at 15:42
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    Impressive answer. – Harshal Benake Aug 18 '16 at 16:05
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    Image explained a lot clearly. – Harshal Benake Aug 18 '16 at 16:05
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    This is a wonderful example, as a 9 year old I enlisted my 7 year old sister to help me as Tails by coordinating our jumps on that infernal barrel. The level designer clearly thought of this and made the ledge above just high enough and the channel below just deep enough that just jumping and flying in coordination with a second player couldn't move that barrell enough - but only barely, we spent hours thinking we weren't timing our jumps optimally. – nwellcome Aug 18 '16 at 16:53
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    @nwellcome I bet your parents were happy to have a few hours with you two completely occupied! – Chris Cirefice Aug 18 '16 at 18:09
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    that goddamn barrel. – congusbongus Aug 19 '16 at 01:41
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    I love how you included the barrel from sonic 3. – Bradman175 Aug 19 '16 at 02:51
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    Heh, reminds me of the first level of the original splinter cell. You had to shoot out a skylight in a dark room. It was hinted at with comms talking about smoke in the room, but the skylight was more or less impossible to see and not directly mentioned iirc – CobaltHex Aug 19 '16 at 21:56
  • This is the best example for a question I read on the entire SO network. I had brick-shi***ng moments in that damn barrel as well. Perhaps NOT putting the affordance was the intended behavior. – Luis Masuelli Aug 20 '16 at 04:44
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    Woa... the barrel DOES have arrows on it! They just look like a decorative pattern. – Almo Aug 20 '16 at 10:47
  • @Almo not really, it's a very standard design for something I'd call a 'circus barrel' https://s-media-cache-ak0.pinimg.com/236x/59/43/b2/5943b297147eb8fd6e898008237d6f7d.jpg It seems like these are arrows but that's a triangle pattern, do notice that both the red and the white sections form the pattern. – Maurycy Aug 21 '16 at 06:59
  • Make that drum bounce slightly when step over it, but not react to jumps.
  • – André LFS Bacci Aug 21 '16 at 16:53
  • That drum was my first rage quit ever :D – Songo Aug 22 '16 at 12:38
  • The most grokkable definition of affordance I've ever read. Nice! – crisis.sheep Jul 22 '17 at 17:57
  • There's a confusion about affordance and signifier, concepts from the book 'design of everyday things': Affordance is what is possible to do, it's a relationship, like player moving the barrel in sonic. Signifier is something that aids in understanding what is possible to do, like the ridges in a remote control or the type of handle in a door. – Johnny Bigoode Dec 29 '19 at 12:33